Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

394 lines
9.8 KiB

//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "materialobjects/dmetexture.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/IMaterialSystem.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeTextureFrame, CDmeTextureFrame );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeTextureFrame::OnConstruction()
{
m_MipLevels.Init( this, "mipLevels" );
}
void CDmeTextureFrame::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// List manipulation
//-----------------------------------------------------------------------------
int CDmeTextureFrame::MipLevelCount() const
{
return m_MipLevels.Count();
}
CDmeImageArray *CDmeTextureFrame::GetMipLevel( int nIndex ) const
{
return m_MipLevels[ nIndex ];
}
void CDmeTextureFrame::AddMipLevel( CDmeImageArray *pImages )
{
m_MipLevels.AddToTail( pImages );
}
CDmeImageArray *CDmeTextureFrame::AddMipLevel( )
{
CDmeImageArray *pImages = CreateElement< CDmeImageArray >( "mip", GetFileId() );
AddMipLevel( pImages );
return pImages;
}
int CDmeTextureFrame::ImageCount() const
{
int nImageCount = 0;
int nMipCount = MipLevelCount();
for ( int m = 0; m < nMipCount; ++m )
{
CDmeImageArray *pMipLevel = GetMipLevel( m );
nImageCount = MAX( nImageCount, pMipLevel->ImageCount() );
}
return nImageCount;
}
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeTexture, CDmeTexture );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeTexture::OnConstruction()
{
// m_pVTFTexture = CreateVTFTexture();
m_bClampS.Init( this, "clampS" );
m_bClampT.Init( this, "clampT" );
m_bClampU.Init( this, "clampU" );
m_bNoDebugOverride.Init( this, "noDebugOverride" );
m_bNoLod.Init( this, "noMipmapLOD" );
m_bNiceFiltered.Init( this, "niceFiltered" );
m_bNormalMap.Init( this, "normalMap" );
m_flBumpScale.Init( this, "bumpScale" );
m_nCompressType.Init( this, "compressType" );
m_nFilterType.Init( this, "filterType" );
m_nMipmapType.Init( this, "mipmapType" );
m_nTextureType.Init( this, "textureType" );
m_Frames.Init( this, "frames" );
}
void CDmeTexture::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Gets dimensions
//-----------------------------------------------------------------------------
int CDmeTexture::Width() const
{
int nFrameCount = m_Frames.Count();
int nWidth = nFrameCount ? m_Frames[0]->GetMipLevel( 0 )->Width() : 0;
#ifdef _DEBUG
for ( int f = 1; f < nFrameCount; ++f )
{
CDmeTextureFrame *pFrame = m_Frames[f];
Assert( pFrame->GetMipLevel( 0 )->Width() == nWidth );
}
#endif
return nWidth;
}
int CDmeTexture::Height() const
{
int nFrameCount = m_Frames.Count();
int nHeight = nFrameCount ? m_Frames[0]->GetMipLevel( 0 )->Height() : 0;
#ifdef _DEBUG
for ( int f = 1; f < nFrameCount; ++f )
{
CDmeTextureFrame *pFrame = m_Frames[f];
Assert( pFrame->GetMipLevel( 0 )->Height() == nHeight );
}
#endif
return nHeight;
}
int CDmeTexture::Depth() const
{
int nFrameCount = m_Frames.Count();
int nDepth = nFrameCount ? m_Frames[0]->GetMipLevel( 0 )->Depth() : 0;
#ifdef _DEBUG
for ( int f = 1; f < nFrameCount; ++f )
{
CDmeTextureFrame *pFrame = m_Frames[f];
Assert( pFrame->GetMipLevel( 0 )->Depth() == nDepth );
}
#endif
return nDepth;
}
ImageFormat CDmeTexture::Format() const
{
int nFrameCount = m_Frames.Count();
ImageFormat nFormat = nFrameCount ? m_Frames[0]->GetMipLevel( 0 )->Format() : IMAGE_FORMAT_UNKNOWN;
#ifdef _DEBUG
for ( int f = 0; f < nFrameCount; ++f )
{
CDmeTextureFrame *pFrame = m_Frames[f];
int nMipCount = pFrame->MipLevelCount();
for ( int m = 0; m < nMipCount; ++m )
{
CDmeImageArray *pMipLevel = pFrame->GetMipLevel( m );
Assert( pMipLevel->Format() == nFormat );
}
}
#endif
return nFormat;
}
int CDmeTexture::MipLevelCount() const
{
int nFrameCount = m_Frames.Count();
int nMipCount = nFrameCount ? m_Frames[0]->MipLevelCount( ) : 0;
#ifdef _DEBUG
for ( int f = 0; f < nFrameCount; ++f )
{
CDmeTextureFrame *pFrame = m_Frames[f];
Assert( nMipCount == pFrame->MipLevelCount() );
}
#endif
return nMipCount;
}
int CDmeTexture::ImageCount() const
{
int nImageCount = 0;
int nFrameCount = m_Frames.Count();
for ( int f = 0; f < nFrameCount; ++f )
{
CDmeTextureFrame *pFrame = m_Frames[f];
nImageCount = MAX( nImageCount, pFrame->ImageCount() );
}
return nImageCount;
}
//-----------------------------------------------------------------------------
// Computes texture flags
//-----------------------------------------------------------------------------
int CDmeTexture::CalcTextureFlags( int nDepth ) const
{
int nFlags = 0;
if ( m_bClampS )
{
nFlags |= TEXTUREFLAGS_CLAMPS;
}
if ( m_bClampT )
{
nFlags |= TEXTUREFLAGS_CLAMPT;
}
if ( m_bClampU )
{
nFlags |= TEXTUREFLAGS_CLAMPU;
}
if ( m_bNoLod )
{
nFlags |= TEXTUREFLAGS_NOLOD;
}
if ( m_bNormalMap )
{
nFlags |= TEXTUREFLAGS_NORMAL;
}
if ( m_bNormalMap )
{
nFlags |= TEXTUREFLAGS_NORMAL;
}
if ( m_bNoDebugOverride )
{
nFlags |= TEXTUREFLAGS_NODEBUGOVERRIDE;
}
switch ( m_nCompressType )
{
case DMETEXTURE_COMPRESS_DEFAULT:
case DMETEXTURE_COMPRESS_DXT1:
break;
case DMETEXTURE_COMPRESS_DXT5:
nFlags |= TEXTUREFLAGS_HINT_DXT5;
break;
}
switch ( m_nFilterType )
{
case DMETEXTURE_FILTER_DEFAULT:
case DMETEXTURE_FILTER_BILINEAR:
break;
case DMETEXTURE_FILTER_ANISOTROPIC:
nFlags |= TEXTUREFLAGS_ANISOTROPIC;
break;
case DMETEXTURE_FILTER_TRILINEAR:
nFlags |= TEXTUREFLAGS_TRILINEAR;
break;
case DMETEXTURE_FILTER_POINT:
nFlags |= TEXTUREFLAGS_POINTSAMPLE;
break;
}
switch ( m_nMipmapType )
{
case DMETEXTURE_MIPMAP_DEFAULT:
case DMETEXTURE_MIPMAP_ALL_LEVELS:
break;
case DMETEXTURE_MIPMAP_NONE:
nFlags |= TEXTUREFLAGS_NOMIP;
break;
}
if ( nDepth > 1 )
{
// FIXME: Volume textures don't currently support DXT compression
nFlags &= ~TEXTUREFLAGS_HINT_DXT5;
}
return nFlags;
}
//-----------------------------------------------------------------------------
// Computes the desired texture format based on flags
//-----------------------------------------------------------------------------
ImageFormat CDmeTexture::ComputeDesiredImageFormat( ImageFormat srcFormat, int nWidth, int nHeight, int nDepth, int nFlags )
{
// HDRFIXME: Need to figure out what format to use here.
if ( srcFormat == IMAGE_FORMAT_RGB323232F )
return IMAGE_FORMAT_RGBA16161616F;
/*
if( bDUDVTarget)
{
if ( bCopyAlphaToLuminance && ( nFlags & ( TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA ) ) )
return IMAGE_FORMAT_UVLX8888;
return IMAGE_FORMAT_UV88;
}
*/
// can't compress textures that are smaller than 4x4
if ( (nFlags & TEXTUREFLAGS_PROCEDURAL) ||
( nWidth < 4 ) || ( nHeight < 4 ) || ( nDepth > 1 ) )
{
if ( nFlags & ( TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA ) )
return IMAGE_FORMAT_BGRA8888;
return IMAGE_FORMAT_BGR888;
}
if( nFlags & TEXTUREFLAGS_HINT_DXT5 )
return IMAGE_FORMAT_DXT5;
// compressed with alpha blending
if ( nFlags & TEXTUREFLAGS_EIGHTBITALPHA )
return IMAGE_FORMAT_DXT5;
if ( nFlags & TEXTUREFLAGS_ONEBITALPHA )
return IMAGE_FORMAT_DXT5; // IMAGE_FORMAT_DXT1_ONEBITALPHA
return IMAGE_FORMAT_DXT1;
}
//-----------------------------------------------------------------------------
// Adds a frame
//-----------------------------------------------------------------------------
CDmeTextureFrame *CDmeTexture::AddFrame()
{
CDmeTextureFrame *pImageArray = CreateElement< CDmeTextureFrame >( "frame", GetFileId() );
m_Frames.AddToTail( pImageArray );
return pImageArray;
}
void CDmeTexture::RemoveAllFrames()
{
m_Frames.RemoveAll();
}
//-----------------------------------------------------------------------------
// Returns all images associated with a particular frame + face (mip count amount)
//-----------------------------------------------------------------------------
void CDmeTexture::GetImages( int nFrame, int nImageIndex, CDmeImage **ppImages, int nSize )
{
memset( ppImages, 0, nSize * sizeof(CDmeImage*) );
int nFrameCount = FrameCount();
if ( nFrame >= nFrameCount )
return;
CDmeTextureFrame *pFrame = GetFrame( nFrame );
if ( !pFrame )
return;
int nMipCount = MIN( pFrame->MipLevelCount(), nSize );
for ( int m = 0; m < nMipCount; ++m )
{
CDmeImageArray *pImageArray = pFrame->GetMipLevel( m );
if ( !pImageArray )
continue;
int nImageCount = pImageArray->ImageCount();
if ( nImageIndex >= nImageCount )
continue;
ppImages[m] = pImageArray->GetImage( nImageIndex );
}
}
void CDmeTexture::CompressTexture( CDmeTexture *pSrcTexture, ImageFormat fmt )
{
class CCompressionFunctor
{
public:
CCompressionFunctor( ImageFormat fmt ) { m_Format = fmt; }
void operator()( CDmeImage *pDstImage, CDmeImage *pSrcImage )
{
pDstImage->CompressImage( pSrcImage, m_Format );
}
ImageFormat m_Format;
};
CCompressionFunctor compress( fmt );
ProcessTexture( pSrcTexture, compress );
}
//-----------------------------------------------------------------------------
// resolve
//-----------------------------------------------------------------------------
void CDmeTexture::Resolve()
{
}